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Sure Shot - 11 exits TAS in 13:29.43

FerpyMcFrosting

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Sure Shot - 11 exits TAS in 13:29.43

1 070 просмотров · 3 года назад
FerpyMcFrosting
12,1 тыс. подписчиков
1 070 просмотров · 3 года назад
Frame count: 48646 Rerecords: 25135 Sure Shot is a kaizo SMW romhack by Maddy (allegedly) and Margot (apparently). Notes on a few individual levels: saying words Yes, there is a whole level here, and yes it does go in a big circle and end right above the start. This strat is not likely viable RTA because the no-P-speed midair has to be articulated awkwardly to fit within the edge of the screen. Also, the shell can't be gotten earlier since the red hurt-blocks along the bottom are intangible to it for some reason. stop running Okay so before I explain the big strat here, note that after exiting this level it doesn't activate the overworld event, meaning it doesn't count the level's intended exit, since the intended exit is the "secret exit" while this strat activates the "standard exit". This only works because the overworld already has open movement (meaning levels can be played in any order). However, I mentioned this to one of the creators of this hack, and they said it's valid; they support bending the rules for the sake of cool strats, basically. Anyway, about the level -- you automatically are given P-speed when touching the ground, firstly. The cape is kept beyond where you're supposed to lose it by sticky-flying under the level. And then, there's an interesting bug with the eerie-blocks that gets abused: when hitting them from beneath, they act like the one particular type of vanilla "?" block which gives a key/wings/balloon/shell depending on its x-position. However, hitting the eerie block like that causes you to take damage, which in this level results in instant death... unless you're flying with the cape, then it makes you just stop flying, like in vanilla. The eerie below-right of Yoshi happens to be in an x-position that gives wings when hit, so the strat is as follows: get Yoshi, continue cape-flying while riding yoshi (which is why the movement looks a bit roundabout, Yoshi-flight is finnicky) and get below the eerie to hit it from underneath, then grab the wings with yoshi. This last step requires more height though, which you can't get by flying since hitting the eerie cancels flight state by causing damage. So, the rather convenient shell needs to be set up with a precise spit to be able to bounce off of it after hitting the eerie. Getting Yoshi wings sends the player to a bonus area (a bit glitched in this hack, but it still works) and falling out of this area grants the level's standard exit. Note that another mechanic unique to this level (hold L or R to disable the slowdown effect) doesn't work while riding Yoshi. I don't know if that's supposed to be how it works, but whatever. sure not The offscreen trick near the end is a drop-midair. This one is extra precise because of the way the sprite-solid blocks above the screen are set up; it turned out to be one of the hardest tricks to get due to that plus being offscreen. trans fights are human fights The ability to get on top of the level is an oversight by the creators that they decided to leave in as an easter egg, although in RTA the strat would be to get up there from the one checkpoint in the ceiling. The first gap is crossed by bouncing off a fish falling from above the screen; also surprisingly precise. One final note; TAS timing ends at the last input, in this case the time of 13:29.43 is right upon touching the final keyhole, however there are a few inputs after that to navigate to the credits, but those are just for showing the credits so I didn't count them in the final time. (If I did count them, the time would be 49593 frames, or 13:45.19.)